Sid Meier's Civilization VI

Sid Meier's Civilization VI

JFDLC: Rule with Faith
Showing 1-8 of 8 entries
Update: 24 Dec, 2018 @ 1:00pm

Update: 24 Dec, 2018 @ 12:46pm

Update: 18 Dec, 2018 @ 1:53pm

--Fixed issue where the Legitimacy top panel changes would cause crashes or freezes for some players. Shifted Legitimacy details to the Government screen instead.
--Fixed compatibility issues caused by the change in Govt structure.
--Fixed Ankhu referring to Loyalty loss instead of Legitimacy loss from Govt switch.
--Fixed issue with some Govt Plaza buildings not being purchaseable with Gold.
--Fixed missing unit portraits for DLC dependent Mercs.

Update: 15 Dec, 2018 @ 4:53pm

--Fixed issues when the player didn't have the Persia DLC.
--Fixed issue where Royal Tombs was granting Faith and Culture on Wonders.
--Added LuaEvents.JFD_PeerageChanged(playerID, numPoints) to alter the peerage balance through lua.
--Mercenary units can no longer be upgraded.
--You can now switch First Ministers if you've unlocked switching Governments/Policies with Gold or Faith.
--Fixed issue with First Minister effects not persisting on reload.
--Added Legitimacy as a new yield: Legitimacy is accumulated from your Citizens in cities that are at full Loyalty, up to 100 Legitimacy. Legitimacy can be used to take radical steps in your Government. For now, this is just to Empower it, or to switch between classes (changed from Loyalty loss), but later this will include enacting National Decisions.
--Fixed issue where Constitutional Monarchy didn't account for Governor Titles distributed via Techs.
--Clarified that Barbarossa now gets his extra Military slot with Craftmanship.
--Increased Crownlands peerage to 5 and Imperial Provinces to 2.
--Govt and Consulate Plazas now generate some Influence and Peerage themselves.
--Added an Envoy to Mysticism and a Governor Title to Writing.
--Moved Writing ahead a tier.
--Fixed issue with Great Migration policy not working.
--Renamed Aristocratic class to Oligarchic.
--Civ and Leader-specific titles have been depreciated.
--Democracy now gives Statesmen and Merc Points on City Centres.
--Made some alterations to the Governments; these changes are still WIP.
--Added Empowerments. Just read about them in the startup tutorial.
--Fixed issue where the Statesman line of Buildings couldn't be purchased with Gold.
--Events will only register once loading has completed (thanks to LeeS for the hint).
--Removed the GPP from Government Plaza effect on Policies that did so.
--Fixed issue where Potala Palace wouldnt grant a Religious Slot if captured.
--Fixed issue with Government Plazas not generating Peerage.
--Empowerments now reset on any Govt switch rather than Govt Tier switch as originally intended.
--Fixed or bandaged issue where your Empowerment would reset on conquering another city.

Update: 8 Dec, 2018 @ 1:13pm

--Projects now register under the Districts pedia section instead of Wonders.
--Fixed incompatibility issues for those without all DLC.
--Great People with no individuals left will no longer appear in the Great Person screen.
--Court Eunuchs now increases Production toward Consulates.
--Theocracy now allows purchasing Consulate buildings with Faith.
--Fixed display issues with Cultural and Scientific Policies on the civics tree.
--Yosef Caro now grants a Writing slot for Temples.
--Buffed the amount of Faith that late-game Great Theologians give.
--Francis now gives +1 Faith per Envoy at City-States.
--Replaced Quannah Parker with Wovoka.
--Moved the Govt Plaza back to State Workforce.
--Moved Expedition to Code of Laws.
--Added Peerage Points as a counterpart to Influence. Peerage Points generate toward a Governor Title. Two new Diplo Policies have been added to generate Peerage Points, but these primariy come from the Consulate and Monarchic or Aristocratic Governments (the former of which losing its Influence Points and the latter having them nerfed).
--Added Consulates. Consulates and their Buildings focus on increasing your Influence toward an Envoy. Government Plazas and their Buildings, meanwhile, now focus on increasing your Peerage toward a Governor Title. They are mutually exclusive and they both generate Great Statesmen Points.
--Added Great Statesmen, which focus on diplomatic and governmental bonuses.
--Government Screen now displays Influence/Peerage per Turn instead of how many Envoys/Titles you get from passing the threshold.
--Envoys and Governor Titles have been redistrubuted along the Civics and Tech Tree. Balance feedback is welcome. Some Spies have been added to the Tech Tree. Their base maintenance has been increased to 5.
--Fixed issue where Xiong Shili's Civic Boost wasn't working.
--Fixed issue where Royal Tombs wasn't working.
--Houses of Knowledge moved to Gunpowder.
--Redid the unit models for the Theologian and female Great Prophet.
--State Symphony moved to Scientific Theory.
--Carpenter Shipwrights moved to Mass Production.
--Added Military Simulations for the last +6 GPP card (Generals).
--Viking Raid now only applies to Districts and now yields triple.
--Fixed issue with receiving unique units from Great Migration.
--Added Great Mercenaries. Great Mercenary Points are generated from a line of mutually exclusive Buildings that can be slotted into Consulates or the Government Plaza. They can be mixed and matched with their Statesmen counterpart.
--Fixed issue where the Landed Elite policy actually increased tile purchasing costs instead of decreased them.
--Fixed issue where the First Minister you'd appointed was having their Platforms refreshed.
--Fixed issue with Emancipation not working.
--You can now build a Government Plaza or a Consulate Plaza in any city. These districts no longer provide a free Governor Title/Envoy on being built.
--Actually fixed the tech icon fuckery this time.
--Fixed Government and FM related issues with starting a game in a later era.
--Census is now 1 Housing per two titles (including the initial one) of the established Governor, since 0.5 didn't seem to be working.

Update: 27 Nov, 2018 @ 12:36am

Fixed incompatibility for those that didn't have all DLC.

Update: 26 Nov, 2018 @ 12:52am

Update: 25 Nov, 2018 @ 11:46pm

--Fixed problems with the Government Screen and Diplomatic Policy Cards.
--Government popup and sound effect will no longer trigger in MP.
--Fixed issue with English titles not working.
--Horde, Polis, and Chiefdom now have small bonuses.
--Added the Remove All Policies button from FinalFreak's qt policy overhaul: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1307248778&searchtext=.
--Cluster Governments (First Tier and Third Tier) have been scattered around Civics to prevent bee infestations.
--Players now start as either a Chiefdom, Polis, or Horde based on their Civ. See Master Support File (Civ VI) for mod support. Ofc only applicable in an Ancient or Classical start.
--Fixed an issue with some Egyptian titles being Chinese.
--Fixed missing Diplomatic Policies title in Government Overview.
--St. Basil's now allows you to spend Faith to unlock Policies between Civics (without blocking the Gold option), and removed the Tsarism policy.
--Policies have been overhauled. Scientific Policy Cards have been added. All Policies are now thematically consistent, have been reflavoured somewhat, and redundancies have been minimized. Great Person cards have been renamed to 'Technical' Policies and have been distributed along the Tech Tree.
--With the Policy overhaul above, some other Civic unlocks have been moved around.
--All Governments now have 1 of three designated Classes (Monarchic, Aristocratic, or Democratic; read: one, multi, many). Switching between Governments of a different Class now reduces Loyalty in all cities - switching between Governments of the same class has no penalty. This isn't meant to be a strong disincentive, but should give you pause to think.
--Can now filter policies by 'History' - that is, policies you've used in your Govt before.
--Can now filter policies by a custom search phrase.
--Renamed The Enlightenment to Sovereignty, Divine Right to Theology, the original Theology to Priesthoods, Scorched Earth to Military Strategy, and Cold War to Geopolitics.
--Fixed sizing issue on the Policy Card icons in the pedia.
--Made some adjustments to the Historical Moments replacement. Hopefully custom HMs no longer cause freezes.
--Merchant Republics can now purchase Districts with Gold.
--Feudal Monarchies no longer require a Governor to benefit from their increased City Centre production, but its reduced to 50%.
--Legacy cards have been removed.
--Added four new Civics: State Ritual (Classical), Constitution (Renaissance), Imperialism (Renaissance), and Romanticism (Industrial) to pace out the Civics tree. Thank to Jan for the qt arts.
--Ideology is now boosted by building a Broadcast Tower.
--Some Buildings and Districts have been renamed. These can be toggled off in User Settings.
--Colonial War renamed to War of Imperialism and moved to Imperialism.
--Colonialism Inspiration is now growing a city on a foreign continent to 6 population.
--Renamed the Walls buildings and the Entertainment Complex to the Fairgrounds.
--Fixed issue where Crown and Mission Colonies said they yield +.2 Faith/Gold per Citizen when it is +.4.
--Renamed Era Score to Glory. This change should work retroactively.
--Shifted the Governor Title from Defensive Tactics to Political Philosophy.
--Loyalty loss from Govt switch is now 5 per Citizen in each City, capped at 90.
--Fixed issue with Imperial Columns not working.
--Policy Card Tooltips now provide a fuller description - of the name, effect, and the flavour text.
--Buffed the District Production policies to 25% Production and the Unit Production policies to 33% Production (except Civilians which are buffed to 25%).
--First Ministers are now only automatically dismissed when you switch to a different Tiered Government, unless you're an Aristocracy. Also, added an alert message when this happens.
--Fixed spelling error of Thalassocracy :p
--Added a LeaderPoliticianNames where you can specify a Leader-specific list of FM names.
--Load Screen now has the capability to show Unique Projects and Unique First Ministers. This requires some changes to how unique projects are setup - see Coolidge for e.g.
--Closing the Government Screen without first appointing a FM will now remind you to do so.
--Imperial Columns now decreases the cost of Cultural border expansion.
--Moved Cleric Officials to Diplomatic Service.
--Moved Satellite States to Rapid Deployment.
--Fixed issue where the Platforms that FM candidates claimed to have did not match what they ended up with.
--Barbarossa will no longer receive his extra Military slot until he researches Craftmanship.
--Renamed Royal Roads to Exchange Networks.
--By default, Eurekas and Inspirations are now 30% effective. Dark Ages and Golden Ages now decrease/increase this by 20%.
--Added Resource support for Civilopedia_Hide table (meaning dummy resources for Projects are hidden from the pedia).
--Kotoku-in moved to Military Training and its production cost reduced.
--Fixed issue where the FM 64x64 Icon (displayed on the Government panel) was switched around.
--Added unique First Minister for Catherine de Medici.
--Moved Official Speechwriter TC to Replaceable Parts.
--Added Dark and Golden Age Policies. Removed the vanilla kind.
--Fixed issue where Labour Camps Glory loss didn't apply to Projects.
--Buffed some of the late-game Technical Policies.
--Techs and Civic boost projections should now accurately reflect the Golden Age/Dark Age changes.
--Removed WIP references to Government Legitimacy.
--Nerfed Augustine to 25% more Great Prophet Points (down from 100%).
--AI will no longer avoid Prophets and Theologians beginning with the Renaissance Era (but will still prioritise others). Religion is now available to be founded from the Industrial onwards.
--Kotoku-in now generates Great Theologian Points, and Mont St Michel no longer does.
--Replaced Tenskwatawa with Neolin, and Desmond Tutu with Jorge Mario Bergoglio, since both of these leaders are now planned.
--Those that spawned a free Apostle now grant Faith instead to buy one - since Apostles spawned in this way did not spawn with their Religion.
--Redid the models and portraits of the Great Theologian and Female Great Prophet from scratch, so they should function and mesh with the game properly now. Also, this fixes the crash caused by Female Great Prophets being spawned.
--Tidied up the issues with the Great Person UI changes. I'll still look at making it look less ugly but after the XP. For now I just mean the things that make it painfully obvious the categories were half-finished :p
--Great Prophet Points now always contribute to Great Theologians and you no longer need a Religion et al. to recruit one. This change is to ensure consistency with the Points generation. To maintain some balance, the Classical Era Theologians have been removed.
--Nuclear Testing policy now increases Production toward Nuke projects, added Nuclear Sharing to Globalization, which reduces Nuke maintenance.
--Caste System now only applies to Specialty District Projects, and fixed issue where it wasn't working (that is, no longer works for Nuke or space race projects).
--Great Migration policy should no longer grant free Units or Population in your existing cities.
--Government Screen no longer closes for the FM info to update with a new appointment.
--Fixed issue where Policy Cards sometimes reverted to a Wildcard icon on Civic/Techs.
--Fixed issues where the unique Politican names were not working.
--First Minister is now indicated on the City Panel. Once I have good cause to replace the City Panel itself, I'll move him to the front of the queue.